In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to their analysis and interpretation, to interaction with the public. The increasing convenience of 3D, interactive technologies and digital devices has led to a proliferation of digital tools (VR, AR, mobile applications), used to communicate the past. In this context, video games have proved to be powerful instruments for improving cultural activities, and at the same time, they represent new paradigms for enhancing the diffusion and acquisition of the cultural message. Moreover, they can be seen as the manifestation of experiential learning theory: they provide motivation and a unique informal learning environment in which their interactive nature allows for an immersive experience with which a deeper level of personal and historical learning can potentially be reached than in more formal settings. Given these premises, in this paper, I will illustrate an ongoing project concerning the presentation of the Archaeological and Technological Park and Fortress of Poggio Imperiale in Poggibonsi (Siena, Italy) and underline how and why the design of a serious game for this specific site – and in this specific time of global pandemic – is to be considered as the last fragment of a very long and precise project aiming at enforcing a multi-level public outreach and heritage enhancement strategy on the site.

A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives

Samanta Mariotti
2022-01-01

Abstract

In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to their analysis and interpretation, to interaction with the public. The increasing convenience of 3D, interactive technologies and digital devices has led to a proliferation of digital tools (VR, AR, mobile applications), used to communicate the past. In this context, video games have proved to be powerful instruments for improving cultural activities, and at the same time, they represent new paradigms for enhancing the diffusion and acquisition of the cultural message. Moreover, they can be seen as the manifestation of experiential learning theory: they provide motivation and a unique informal learning environment in which their interactive nature allows for an immersive experience with which a deeper level of personal and historical learning can potentially be reached than in more formal settings. Given these premises, in this paper, I will illustrate an ongoing project concerning the presentation of the Archaeological and Technological Park and Fortress of Poggio Imperiale in Poggibonsi (Siena, Italy) and underline how and why the design of a serious game for this specific site – and in this specific time of global pandemic – is to be considered as the last fragment of a very long and precise project aiming at enforcing a multi-level public outreach and heritage enhancement strategy on the site.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/560298
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